225 lines
7.0 KiB
C++
225 lines
7.0 KiB
C++
//
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// gfx_metal.h
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// libultraship
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//
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// Created by David Chavez on 16.08.22.
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//
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#pragma once
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#ifdef __APPLE__
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#include "gfx_rendering_api.h"
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#include "../interpreter.h"
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#include <imgui_impl_sdl2.h>
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#include <simd/simd.h>
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static constexpr size_t kMaxVertexBufferPoolSize = 3;
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static constexpr size_t METAL_MAX_MULTISAMPLE_SAMPLE_COUNT = 8;
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static constexpr size_t MAX_PIXEL_DEPTH_COORDS = 1024;
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namespace MTL {
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class Texture;
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class SamplerState;
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class CommandBuffer;
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class RenderPassDescriptor;
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class RenderCommandEncoder;
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class SamplerState;
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class ScissorRect;
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class Device;
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class Function;
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class Buffer;
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class RenderPipelineState;
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class CommandQueue;
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class Viewport;
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} // namespace MTL
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namespace CA {
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class MetalDrawable;
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class MetalLayer;
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} // namespace CA
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namespace NS {
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class AutoreleasePool;
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}
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static int cantor(uint64_t a, uint64_t b) {
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return (a + b + 1.0) * (a + b) / 2 + b;
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}
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struct hash_pair_shader_ids {
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size_t operator()(const std::pair<uint64_t, uint32_t>& p) const {
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auto value1 = p.first;
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auto value2 = p.second;
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return cantor(value1, value2);
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}
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};
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namespace Fast {
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struct ShaderProgramMetal {
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uint64_t shader_id0;
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uint32_t shader_id1;
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uint8_t numInputs;
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uint8_t numFloats;
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bool usedTextures[SHADER_MAX_TEXTURES];
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// hashed by msaa_level
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MTL::RenderPipelineState* pipeline_state_variants[9];
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};
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struct TextureDataMetal {
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MTL::Texture* texture;
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MTL::Texture* msaaTexture;
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MTL::SamplerState* sampler;
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uint32_t width;
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uint32_t height;
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uint32_t filtering;
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bool linear_filtering;
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};
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struct FramebufferMetal {
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MTL::CommandBuffer* mCommandBuffer;
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MTL::RenderPassDescriptor* mRenderPassDescriptor;
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MTL::RenderCommandEncoder* mCommandEncoder;
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MTL::Texture* mDepthTexture;
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MTL::Texture* mMsaaDepthTexture;
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uint32_t mTextureId;
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bool mHasDepthBuffer;
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uint32_t mMsaaLevel;
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bool mRenderTarget;
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// State
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bool mHasEndedEncoding;
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bool mHasBoundVertexShader;
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bool mHasBoundFragShader;
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struct ShaderProgramMetal* mLastShaderProgram;
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MTL::Texture* mLastBoundTextures[SHADER_MAX_TEXTURES];
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MTL::SamplerState* mLastBoundSamplers[SHADER_MAX_TEXTURES];
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MTL::ScissorRect* mScissorRect;
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MTL::Viewport* mViewport;
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int8_t mLastDepthTest = -1;
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int8_t mLastDepthMask = -1;
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int8_t mLastZmodeDecal = -1;
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};
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struct FrameUniforms {
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simd::int1 frameCount;
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simd::float1 noiseScale;
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};
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struct DrawUniforms {
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simd::int1 textureFiltering[SHADER_MAX_TEXTURES];
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};
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struct CoordUniforms {
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simd::uint2 coords[MAX_PIXEL_DEPTH_COORDS];
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};
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class GfxRenderingAPIMetal final : public GfxRenderingAPI {
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public:
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~GfxRenderingAPIMetal() override = default;
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const char* GetName() override;
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int GetMaxTextureSize() override;
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GfxClipParameters GetClipParameters() override;
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void UnloadShader(ShaderProgram* oldPrg) override;
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void LoadShader(ShaderProgram* newPrg) override;
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ShaderProgram* CreateAndLoadNewShader(uint64_t shaderId0, uint32_t shaderId1) override;
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ShaderProgram* LookupShader(uint64_t shaderId0, uint32_t shaderId1) override;
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void ShaderGetInfo(ShaderProgram* prg, uint8_t* numInputs, bool usedTextures[2]) override;
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uint32_t NewTexture() override;
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void SelectTexture(int tile, uint32_t textureId) override;
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void UploadTexture(const uint8_t* rgba32Buf, uint32_t width, uint32_t height) override;
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void SetSamplerParameters(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt) override;
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void SetDepthTestAndMask(bool depth_test, bool z_upd) override;
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void SetZmodeDecal(bool decal) override;
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void SetViewport(int x, int y, int width, int height) override;
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void SetScissor(int x, int y, int width, int height) override;
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void SetUseAlpha(bool useAlpha) override;
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void DrawTriangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) override;
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void Init() override;
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void OnResize() override;
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void StartFrame() override;
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void EndFrame() override;
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void FinishRender() override;
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int CreateFramebuffer() override;
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void UpdateFramebufferParameters(int fb_id, uint32_t width, uint32_t height, uint32_t msaa_level,
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bool opengl_invertY, bool render_target, bool has_depth_buffer,
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bool can_extract_depth) override;
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void StartDrawToFramebuffer(int fbId, float noiseScale) override;
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void CopyFramebuffer(int fbDstId, int fbSrcId, int srcX0, int srcY0, int srcX1, int srcY1, int dstX0, int dstY0,
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int dstX1, int dstY1) override;
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void ClearFramebuffer(bool color, bool depth) override;
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void ReadFramebufferToCPU(int fbId, uint32_t width, uint32_t height, uint16_t* rgba16Buf) override;
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void ResolveMSAAColorBuffer(int fbIdTarger, int fbIdSrc) override;
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std::unordered_map<std::pair<float, float>, uint16_t, hash_pair_ff>
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GetPixelDepth(int fb_id, const std::set<std::pair<float, float>>& coordinates) override;
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void* GetFramebufferTextureId(int fbId) override;
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void SelectTextureFb(int fbId) override;
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void DeleteTexture(uint32_t texId) override;
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void SetTextureFilter(FilteringMode mode) override;
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FilteringMode GetTextureFilter() override;
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void SetSrgbMode() override;
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ImTextureID GetTextureById(int id) override;
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void NewFrame();
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void SetupFloatingFrame();
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void RenderDrawData(ImDrawData* drawData);
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bool MetalInit(SDL_Renderer* renderer);
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private:
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bool NonUniformThreadGroupSupported();
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void SetupScreenFramebuffer(uint32_t width, uint32_t height);
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// Elements that only need to be setup once
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SDL_Renderer* mRenderer;
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CA::MetalLayer* mLayer; // CA::MetalLayer*
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MTL::Device* mDevice;
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MTL::CommandQueue* mCommandQueue;
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int mCurrentVertexBufferPoolIndex = 0;
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MTL::Buffer* mVertexBufferPool[kMaxVertexBufferPoolSize];
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std::unordered_map<std::pair<uint64_t, uint32_t>, struct ShaderProgramMetal, hash_pair_shader_ids>
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mShaderProgramPool;
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std::vector<struct TextureDataMetal> mTextures;
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std::vector<FramebufferMetal> mFramebuffers;
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FrameUniforms mFrameUniforms;
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CoordUniforms mCoordUniforms;
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DrawUniforms mDrawUniforms;
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MTL::Buffer* mFrameUniformBuffer;
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uint32_t mMsaaNumQualityLevels[METAL_MAX_MULTISAMPLE_SAMPLE_COUNT];
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// Depth querying
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MTL::Buffer* mCoordUniformBuffer;
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MTL::Buffer* mDepthValueOutputBuffer;
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size_t mCoordBufferSize;
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MTL::Function* mDepthComputeFunction;
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MTL::Function* mConvertToRgb5a1Function;
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// Current state
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struct ShaderProgramMetal* mShaderProgram;
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CA::MetalDrawable* mCurrentDrawable;
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std::set<int> mDrawnFramebuffers;
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NS::AutoreleasePool* mFrameAutoreleasePool;
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int mCurrentTile;
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uint32_t mCurrentTextureIds[SHADER_MAX_TEXTURES];
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int32_t mRenderTargetHeight;
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int mCurrentFramebuffer;
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size_t mCurrentVertexBufferOffset;
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FilteringMode mCurrentFilterMode = FILTER_THREE_POINT;
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bool mNonUniformThreadgroupSupported;
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};
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} // namespace Fast
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bool Metal_IsSupported();
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#endif
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